Well, the only feedback that could have been given me by now is that there are some sightlines too many so now there so I made a change. Also now not-Frontline content downloader have the ability to play this map... hopefully...

So... I deleted 2 of the six barriers at the point area and 2 of the 4 that were left I made into crates. I also changed the tunnels, made the buildings of which the roofs are clipper off higher and made some kind of roof over the openings in the points roof.

I got a pic of most every dark area, but even the control point could use some more light (skylights/windows?).

way too dark where the stickies are.
Too dark, and I can't see what's around the corner until I look (like maybe a sentry).
This area is also wayyy too gigantic for what it needs to be.
the corridor is way too dark, and the room where the stickies are is completely useless when the train isn't on the way.

too dark, the train is inside the spawn. Also, the bells won't stop. even restarting the round, the bells keep ringing.
again, give a reason to why this is clipped off when the train isn't there. Also, it's too dark and I can't even see the train coming.

B) The CP and Train.

The trains are utterly broken. Once it's activated, it doesn't keep passing. It only stops when the other team captures the cp, but that's made more difficult when there's a train to deal with every 20 seconds. Also, the sounds don't stop once the train is gone (see pics from above). Furthermore, I wouldn't suggest having the train activate when the cp is captured. Rather, have the train pass on both sides occasionally like in cp_well or ctf_well.

I shouldn't have to crouch jump or jump at all to get up there.

It's too easy to just fall in there and get stuck (gameplay issue)
make it more obvious why this is clipped off (maybe a gate or something)
Maybe put a fence here to prevent a sightline and falling into the train.
I am killed by this wall for some reason when I noclip into it.

C) OP Sentry Spots:

covers entire point, and the right door
(in the useless area)
shoots before you can see it, easily defendable.
wrangler gets entire left of spawn.
Why am I allowed to build in here? (Doesn't work in red).

D) Misc.
useless health/ammo outside of spawn and when there's more health/ammo up above in the room.
the top part of the ramps is too small.
Useless area.
something is wrong. I can see these nodraw textures (maybe a leak? maybe you made them displacements?)
If you are going to clip off the roof here, make it so that when I fall, I land on the ledge below and not the ground.

This radio seems out of place.
The clip goes lower than it's supposed to.
The resupply closet is too close to the door.
If I run to go over the rock, I get stopped by the rock, so I have to jump over it when I shouldn't have to.

End of feedback.

Summary:

Many areas are too dark.
Fix the train.
Remove some sentry sightlines.
Fix your player clips.

I am happy for your... well let's call it VERY accurate feedback... ^^

Just before I start I know me being an idiot isn't an excuse but still ^^

Thing with the train ringing is that I tried fixing it but I can't really find the issue with it. It was in previous Versions too.

The Dead-End-room on the left side existed since people were like: It's extremely easy to spawncamp like this.
I needed something to block it off. But because I didn't players to get trapped in a room I made it into an alternative route. Perhaps I will make it thinner and kinda just a wall which contains a door.

The reason for you dying if you're flying in certain walls is because the train bugs people into them and the trigger_teleport or trigger_teleport_relative entity worked in my favor. So that's why people who slam the wall, while on the train, die.

Also now activly seeing were you are able to build sentrys made me thinking and at the moment I am thorwing a func_nobuild on the cp roof and other locations. In IMPs I just don't see people building sentrys that often.

And yes I used some displacements for this small out-of-bound area.

The radio I placed there so the all class kinda climb up there. Not that a Heavy should do it.

But still thanks for that feedback... which at some points no IMP were able to present me... ^^